/Engine/Plugins/MovieScene/MovieRenderPipeline/Source/MovieRenderPipelineRenderPasses/Public/MoviePipelineDeferredPasses.h
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class UMoviePipelineDeferredPassBase : public [UMoviePipelineImagePassBase](API\Plugins\MovieRenderPipelineRenderPasses\UMoviePipelineImagePassBase)
TSharedPtr<FAc...
AccumulatorPool
TArray<TObject...
ActivePostProcessMaterials
While rendering, store an array of the non-null valid materials loaded from AdditionalPostProcessMaterials.
TArray<FActorL...
ActorLayers
For each layer in the array, the world will be rendered and then a stencil mask will clip all pixels not affected by the objects on that layer.
TArray<FMovieP...
AdditionalPostProcessMaterials
An array of additional post-processing materials to run after the frame is rendered.
bool
bAccumulatorIncludesAlpha
Should multiple temporal/spatial samples accumulate the alpha channel? This requires r.PostProcessing.PropagateAlpha to be set to 1 or 2 (see "Enable Alpha Channel Support in Post Processing" under Project Settings > Rendering).
bool
bAddDefaultLayer
If true, an additional stencil layer will be rendered which contains all objects which do not belong to layers specified in the Stencil Layers.
bool
bDisableMultisampleEffects
Certain passes don't support post-processing effects that blend pixels together.
bool
bRenderMainPass
This can be turned off if you're only doing a stencil-layer based render and don't need the main non-stencil approach.
bool
bUse32BitPostProcessMaterials
Should the additional post-process materials write out to a 32-bit render target instead of 16-bit?
TArray<FMultiC...
CameraViewStateData
TArray<FSoftOb...
DataLayers
If the map you are working with is a World Partition map, you can specify Data layers instead of Actor Layers.
TSharedPtr<FOp...
OCIOSceneViewExtension
The lifetime of this SceneViewExtension is only during the rendering process.
TOptional< int3...
PreviousColorFormatValue
Cache the previous color format value. Only used if using 32-bit post processing.
TOptional< int3...
PreviousCustomDepthValue
Cache the custom stencil value. Only has meaning if they have stencil layers.
TOptional< int3...
PreviousDumpFramesValue
Cache the previous dump frames as HDR value. Only used if using 32-bit post processing.
TObjectPtr<UMa...
StencilLayerMaterial